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Topic: Test server update 1.4.7 1.0 (Read 5369 times)

The test server has been updated to 1.4.7, along with a number of mod updates, which are listed below. Quite a few changes in these updates. Will post a few change logs to some of the larger updates below. A couple of high points are IC2 server log spam gone, Dynmap made several improvements related to chunk loading (updates should be able to go back on), forestry now allows for tree breeding and fruit on trees, and Mo Creatures added elephants and komodo dragons (both of which can be tamed and mounted).

Please download the test client and try it out. Post any issues you notice on this thread. We will post this to production once we believe it is ready.

- Bugfix: Fixed an exploit that allowed bees to be duplicated via backpacks.- Bugfix: Fixed a crash in relation to RP2's fake player.- Bugfix: Blacklist config is now read before registering mutations and should work correctly.- Bugfix: Fixed an issue that caused bees to render incorrectly in the stationary analyzer.- Bugfix: Fixed a crash related to using the wrong locale for lower casing identifiers.- Bugfix: Fixed incorrect bee rendering in apiarist's pipe. (Again.)- Bugfix: Fixed a duplication bug on apiaries with BC pipes.

#1.7.0.2

- Bugfix: Random SMP crash when cycling through items in hand and opening backpack gui.- Bugfix: Fixed a crash when putting cans into a RP2 deployer.- Bugfix: Fixed the issue that caused specimen in bee- and treealyzer to require a second click for analyzation. (h/t Xhamolk for finding the source of the bug.)- Bugfix: Letters can only be written to if they are unstacked.- Bugfix: Letters will now correctly be lodged irrespective of casing of recipient's name.- Bugfix: Cherry trees are now correctly named "Hill Cherry", not "Wild Cherry". - Bugfix: Fixed bonemeal not being consumed on use on saplings.- Bugfix: Possibly improved sapling stacking.

- Changed: Treealyzer and beealyzer have gotten a significant facelift.- Changed: Touched up the apiarist's chest gui slightly.- Changed: Apple fruit leaves on oak trees do not show a fruit texture anymore.- Changed: Beealyzer now shows information on the previously hidden chromosome which controls the speed at which bees pollinate.- Changed: Empty letters are now stackable.- Changed: Newly mutated Nether bees lost the trait giving them the fastest pollination speed. Significantly reduced all pollination speeds.- Changed: Bees will now plant flowers in a vastly larger area. They still expect the first flowers to be in the nearer vicinity though.- Changed: Increased chance for populated apiaries in beekeeper houses.- Changed: Disabling the version check also disables it on startup.- Changed: Impregnated casings only require 1/4th bucket of seed oil for production.- Changed: Made space check for tree growth more tolerant.- Changed: Blacklisted species are now listed as extinct on the analyzer info page.

- API: Added API to enable retrieval and re-use of tree world generators.- API: Made backpacks more API friendly. Other mods should now be able to define their own.- API: Other mods can use IMC to add items to backpacks without needing to use the API. The message must be keyed 'add-backpack-items' and contain a string of the format 'backpackident@$id:$meta;$otherid:$othermeta...'. (Example: 'forester@2653:0;1233:5') Identical to the manual config.

-wild scorpions no longer attack other mobs-fixed server crashing bug with the ownership code-pet scorpions that are set free now drop the saddle, and can't be ridden-horses obtained from an amulet are set to the player using the amulet.-horse transformation animation is synchronized in multiplayer-foals and ghost horses now spawn tamed and are owned by their parent's owner-tamed birds won't be named every time they eat seeds.-bunnies shouldn't suffer damage when on top of a player's head-enders should spawn on the End biome-fixed bug that removed swords on pigmen and bows on skeletons

Added Elephants and MammothsElephants spawn on Deserts, Jungles, Plains and Forests.Mammoths spawn on cold biomes.Elephants drop HideA calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakesTamed elephants are healed with baked potatoes, bread or haystacksIndian Elephants can be given a special luxurious garment.In addition to the garment, a nice throne can then be given to the Elephant.Two chest sets can be put on each elephant, allowing it to carry inventoryA key is used to open the inventory.Mammoths can also carry two extra regular chests.Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.While wearing them reinforcement and ridden by the player, they will break blocks.(However that feature is disabled by default in multiplayer, to prevent griefing)Mammoths are more effective at breaking blocks than elephants.A harness can be put on tamed adult elephants.If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mountedTo dismount an elephant, the rider has to make it sit first and then it can be dismounted.A platform can be put on the Songhua Mammoth, allowing them to carry a second player.To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.The second player can dismount the mammoth by pressing the sneak key.

Added Komodo DragonsKomodo dragons spawn on swamps and plains. They attack small animals or players.Komodo dragons poison their prey.They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.You can heal your tamed Komodo dragon by giving it raw rat or raw turkey.A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.

Ostrich overhaul:hatched ostriches won't follow the playerOstriches now can carry helmets that will reduce the damage receivedA chest can be given to an ostrich and they can carry a small inventorycloth colored cubes can be given to saddled ostriches to make them carry colored flagsNether ostriches now are obtained by giving any tamed ostrich an essence of fireNether ostriches will fly in a way inspired by the game 'Joust'. (It's tricky but fun!)added three new types of ostriches:-Unihorned ostrich that is obtained by giving any tamed ostrich an essence of light.They buckle animals in a similar way than with the unicornsUnihorned ostriches can drop a unicorn-Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darknessthey can fly if the jump button is used on a timely fashion. They propel themselves forward once flying.They're tricky but fun to control in the air.-Undead ostriches are obtained by giving any tamed ostrich an essence of undead.

Jellyfish overhaul:Changed models and textures for the jellyfishjellyfish glow in the dark

NEW: Added Trackman's Backpack, for holding all your Track/Minecart related stuff. Only available if Forestry is installed. Big thanks to Sengir for the API.NEW: Added Engineer's Overalls. Texture provided courtesy of the user, 'Foreplaying'.NEW: Added Villager Detector. *Railcraft Inc. does not condone the enslavement of Villagers for breeding and/or other nefarious purposes.NOTE: The Villager Detector currently only works with vanilla Villagers, mod added Villagers will be supported in a later update.NEW: Added a means to make Steel if the Blast Furnace is disabled. You need to break an Iron Ingot into Iron Nuggets and cook those in a Furnace to get Steel Nuggets.NEW: Added Creosote Cell (IC2 container).NEW: Explicitly defined BC Facades for Infernal Brick, Sandy Brick, Steel Blocks, and Concrete Blocks.CHANGE: Advanced Detector redesigned, it now has filter slots that you can put specific minecarts in.CHANGE: Coal made from UU-Matter can no longer be used in Coke Ovens.CHANGE: World Anchors loading fewer than 9 chunks, because they are paired with a Sentinel, now use less fuel.CHANGE: Tweaked Sandy Brick to Coke Oven Brick recipe, it should now have the same cost as directly crafting Coke Oven Brick.CHANGE: Controller Boxes can now send the OFF aspect.FIX: Fixed a bug in the Pairing network code that broke the Tuning Aura for addons.FIX: Fixed a bug with RP Liquid Pipes and Liquid Fueled Boilers.

Upgraded: MC 1.4.7- Changed: Filler function to stop its use asa mining tool. Empties from the top down, items dropped from it only last a second. (cpw)- Changed: Gates and pipe wires now available earlier for other mods. (Flow86)- Changed: Pipes now replace grass, vines, etc. when placed. (tcooc)- Changed: onInventoryChanged() now called when adding to an IInventory. (MrTJP)- Bugfix: Fixed issues with the hopper and NBT data. (CovertJaguar)- Bugfix: Fixed NBT data not synching in diamond pipe gui.- Bugfix: Pipe items should now display smoother. (aznhe21)- Bugfix: Filler flatten now works above 128 height. (DeliciousJaffa)- Bugfix: Stacked tanks will not store different liquids anymore. (kemurphy)

One other thing I have not mentioned above is I nerfed the solar arrays a bit. Not the vanilla panel, but the ones from Adv Solar. I turned on the harder recipes, which I thought were on, but were not, and I also cut the energy production in half. The second one is the one you will want to take note of. The switch to hard recipes does make them a little bit more difficult, but nothing to difficult. The tier 1 array is still pretty easy to build.

I cut the energy production as I felt it was too high for an easy to obtain, safe, and passive energy source. So the tier 1 array is at 4 EU/t, tier 2 is at 32 EU/t, and tier 3 is at 256 EU/t. I have not adjusted the vanilla panel at this time.

I know it is possible some of you may not agree with me on this, so please post your opinions. Regardless of where you stand, if you use the arrays, the output reduction will affect things you have setup, so you may want to take a look at them on test.

With mo'creatures still making love to zombies instead of the rest of the vanilla spawns, the alternative is to get saltpeter (found mainly in desert biomes), sulphur (nether, or near lava), and coal dust

continuing on with the math, that's ~9 stacks of saltpeter, ~5 stacks of sulphur, and ~5 stacks of coal dust though while writing this I did see we have a new recipe for gunpowder using redstone and coal dust(22 stacks of redstone, 18 stacks of coal dust)

we won't even talk about the insanity of the matterfab power requirements to get those 12 pieces.

As you can see, this is a crazy amount of material for somethign as trivial as a solar panel, and then to effectively double that to get the same outputs is a pain.

Gretech machines as a whole are power hungry zombies in of themselves, if you do not maintain the FULL eu/t you will lose all your energy stored up. I've drained a bank of 5 MFSU's because the Gregtech grinder was only getting 127 of the 128eu/t required before I figured out his methodology.

I now have to have separate banks of mfsu's for almost each of the GT machines, and even then I have to be careful of what shares that line, and whether I am processing at night or not.

His machines don't have a MAX eu input...they have a REQUIRED eu input.

Yes, a solar panel is trivial, and it's easy recipe reflects that. The Ultimate solar array on the other hand is not in any way trivial. It is a essentially 512 of the panels (pre nerf) combined into a single magic cube that even produces a modest amount EU without sunlight.

I know that the costs of the tier 2 and 3 arrays are high, but that is how I think they need to be. They are a safe and passive energy source that requires no maintenance. There are cheaper alternatives to produce the same EU with a modest footprint, but they consume fuel, and in cases come with risks.

2.1.7.2:-Bugfix: Redstone Energy Conduits now work properly with the Redstone Energy Cell.

2.1.7.1:-Bugfix: Redstone Energy Conduits now play nicely with all engines.

2.1.7:-IMPORTANT: Examined the metaphysical nature of the relationship of the Pulverizer and Smelter. The road has come to a fork.

-API: The API has been updated slightly to handle the above change. If you were only using the Crafting Helpers, there should not be any issue.

-Added: Information and Tutorial tabs; either/both of these can be disabled in the config files.-Added: Configuration option to require Steel for Machine Frames (if present).-Added: Configuration Option to use gears instead of Ingots in Machine recipes.-Added: Sawmill support for Forestry logs and planks.-Added: Smelter recipes for various Alloy recipes.

-Bugfix: Handled an issue that would occur with Redstone Energy Cells on server restarts.-Bugfix: Handled an issue that would (rarely) occur with Liquiducts and broken chunks.-Bugfix: Liquiducts should no longer be able to dupe liquid in some cases.

-Changed: Default ore gen values have changed. These will not overwrite existing config files.-Changed: Disabling an ore will also prevent it from co-generating.-Changed: Engines have been revamped - the Heat mechanic is gone and the visual feedback has been altered.-Changed: Engines will no longer accept liquid containers via their GUI slots. REMOVE EXISTING CONTAINERS FROM MAGMATIC ENGINES WHILE YOU CAN. -Changed: Machines and Engines that hold liquids can now be filled/emptied directly by right clicking on them with an appropriate container.-Changed: Magma Crucible has been rebalanced a bit.-Changed: Magmatic Engines now require Invar Ingots and Gears instead of Tin.-Changed: Netherrack to Lava conversion is more expensive - this new default value IS enforced upon updating. You may still change it in the config file.-Changed: Render for the Portable Tank is slightly more responsive.-Changed: Sided connection logic for machines has been changed - it is more specific now in what can connect and when. This may cause issues with BuildCraft pipes in the short term.-Changed: Smelter now requires Invar Ingots instead of Sand.-Changed: Updated to new external APIs - this fixes a few things which weren't bugs, strictly speaking.

-Removed: Brass and Bronze Conversion through dusts. This *might* get added back in through the Induction Smelter.

-Textures: Energy Cell render texture has been renamed. Sorry about that.-Textures: Engine texture style has changed to represent the "new" engines. Texture packs do not have to update these files, but it is is recommended.

I have also gone ahead and restored the hybrid and ultimate power generation back to their original values of 64 and 512. I left the reduction on the advanced array due to it's simpler recipe. Seeing there is no recipe for 8 advanced = 1 hybrid, this should work out OK. The harder recipes have been left on though.